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TheCoconutMonkey

[SOLVED]0.77.20[21] 2x bloomery does not work

5 posts in this topic

Hotfix #:  0.77.20 & 0.77.21

Name:  The double height/capacity bloomery does not work

Category: Annoying

Description:  Added another layer to my bloomery.  Stacked the first 8 charcoal, then threw in 16 magnetite and 16 charcoal.  The bloomery fillled to the brim (with the slag tile) after taking in the 16 magnetite and 8 charcoal.  The remaining 8 charcoal was spat out.  The bloomery will not light with the firestarter and attempting to light the bloomery does not cause damage to the firestarter.  

 

I re-built a bloomery in a test world, threw in the 16 charcoal first, then the iron ore and the bloomery took them all and lit.  However after the cycle was complete there was only one 0% bloom.  Also, the bloomery did not fill up with the slag entity 

Have you deleted your config files and are still able to reproduce this bug?: Yes

 

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Just a shot in the dark. Maybe the double height/capacity bloomery needs 2 additional layers of brick instead of 1 additional layer?

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The double bloomery needs to have 3 empty spaces above the bloomery block. Then you place the 8 initial charcoal normally and throw in 16 charcoal and ore. The bottomost block will become a 400% bloom, while the 3 blocks above will become filled with slag. Last time I tested the slag blocks don't disappear when the bloom is done, which may be a bug.

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Each block can hold 8 of an item. The old bloomery had room for 2 blocks, or 8 ore and 8 charcoal. the new one would need to have 4 blocks to support 16 ore and 16 charcoal. Otherwise, you'd want to do 12 of each.

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Thanks for the clarification.  I was under the impression that the original 8 charcoal occupied one block space and the remaining open spot held the 8 iron ore and 8 charcoal.  I have marked this thread as solved although I think the bloomery is still a little bugged as it ate all 16 of my magnetite to give me a 0% bloom.  Should I post a new thread?

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